Sorry - no 'before' pic is possible. Here's screenshots of the current game: [URL=http://s411.photobucket.com/user/Director_pics/media/GC3map_zpsnuxfndhv.jpg.html][IMG]http://i411.photobucket.com/albums/pp197/Director_pics/GC3map_zpsnuxfndhv.jpg[/IMG][/URL] [URL=http://s411.photobucket.com/user/Director_pics/media/GC3Earth_zpsi3myemdx.jpg.html][IMG]http://i411.photobucket.com/albums/pp197/Director_pics/GC3Earth_zpsi3myemdx.jpg[/IMG][/URL] &nb
Director
The main map screen is now extremely dark - almost impossible to see anything other than stars. The planet icons in the sidebar also appear to be either black or nearly so. Tried running the brightness all the way up to 100% with no change to the main map. Everything else in the game shows at regular brightness. This happens in an ongoing game and if I start a new one. I'm speculating that something is wrong with the 'backlighting' graphic for stars, nebulae etc.</
Look in: Program Files/steam/steamapps/common/GalCiv3/Data/English/Test (that's not exact wording but you should be able to find your way). There is a file 'StarNamesText. Make a copy of it (rename it something like StarNamesText_OLD) and move it elsewhere (if you leave it there the game will add it in and complain about all the duplicate names, and you might want to go back to the original one day. Also keep a copy of you
Or you could just re-do the starnames list.
I'd like to see the AI 'personality' reflected in what it will trade and what it expects. So for example a money-loving race might highly value commerce techs yet be willing to cheaply trade away trading techs. Militaristic races should want a lot for any military technologies but not care much for anything else, and so forth. That does open up the 'buy it cheaply from X and trade it to Y who wants it a lot' gambit, but... that's what commer
So anyway... I modded the components so that the first 2 levels of defense techs give some benefit to all categories. For example, the bottom-level shield tech is 2 armor, 8 shield, 2 point defense and the next level up is 2 armor, 12 shield and 2 point defense. Higher levels are not modded. It's a subtle change but it does give some flexibility early in the game... I like it.
Or when you add a ship. Or when you release a ship. Or when you even think about that fleet, seems like.
I'd like the ability to change the original 'cube' to a different size, say cargo to medium or medium to small.
Hmmm. Some ideas there to spice up planetary invasions. But no retreat option... a planetary invasion is a kind of amphibious beach-head but on a huge scale, and amphibious ops are usually all or nothing.
Ah. I've never used kinetics beyond burning up some Durantium by putting in a prototype driver. I can see that thrusters have a use there.
Yes. I also uninstalled, re-installed, unchecked the Enable Mods and exited, restarted, re-checked the Enabled Mods and restarted.
I don't think it is working for me. I extracted the download into the Mods folder and made sure the Enable Mods option was checked. If I use the ship designs they show up empty. In the Designer I do not see a module other than the usual GC3 ones. If it helps, I also installed your mod for additional anomalies - not seeing anything from that either.
If I had enough free points for a thruster and nothing else, and planned to spend a lot of research time on industrial and research and economic techs and not improve my military for a while, then I might put a thruster on. They don't do anything helpful as far as I can see. Under the present combat system where everyone rushes into a melee in the middle of the room, getting there quicker is a disadvantage and getting there more slowly - holding the range open and delivering hits
In this country, everyone is entitled to have an opinion. Everyone does. But not everyone wants to hear an opinion that is self-professedly based on no facts or experience. By your standard I could watch a video and then go to work as a surgeon. Oh, wait... you probably think I could . It is better to be silent and thought a fool than to speak and remove all doubt.
Here's the root of the problem: your expectation is off. The rest of the problem is that GC3 combat mechanics are simplified and faulty. Carriers ON WATER are, from 1942 on, more powerful than battleships in the same time period. Carriers ON WATER from 1914 to 1943 are NOT because they had few aircraft and those were of more primitive design (and because the procedures for managing an attack and defense weren't worked out - but we don't need to get into that
One point of physics: Carriers succeed as a weapons system because their armament is delivered by aircraft. Aircraft operate in a different physical medium (air not water) from ships and use a different engine (gasoline not steam). Carriers are overpowered (but not overpowering) in GalCiv3 for the same reason old battleships were overwhelmed by aircraft in WW2. Your GC3 fleet does not have an anti-aircraft weapon and are reduced to trying to hit fighters with their main-battery g
I have found that starbases and shipyards can ignore the 'escorts first' targeting and shoot up my undefended capital ships.
This is probably not the answer you are looking for, but I think the solution to the 'specialized worlds' issue is political, not economic. Here's what I mean: We've had debates already over centralized control of the economy versus loose or little interference (governors) by the central government - for the last hundred years or so. We call these state capitalism or planned economy, or state interventionism, and capitalism (and its variatio
Here's my list of gripes: 1) When using a constructor with multiple modules to build a starbase, I have to click to build the base, then click on the remaining constructor, click to move it OFF the base and then click again to move it BACK to the base. Really? I mean... do we really need to have to do this? I seem to remember that before this last patch the reduced constructor was just put 'on' the base and could be used. Can we go back to that? 2) S
Necessity makes mothers of them all? Ew.
I do think you need to make a distinction between mining/economic/cultural modules (the starbase could grow these after the initial type is set) and defense/sensor/other modules. I don't want my economic starbase next to my capital world, a hundred hexes from the frontier, to waste production on weapons and defenses.
I do miss the old GCII ability to pick a custom logo and colors rather than having to make a custom race for each.
I suppose I should be used to this by now, but it still surprises. I mean, of course, the way you talk with us, take our suggestions and gripes under advisement and rapidly produce improvements and fixes. You, sir, are a good man.
I won't mind if you remove the planetary wheel, with one exception. After I colonize a planet I like to put it into 'full production' mode and kick-start some buildings... if I can't do that, then building factories on every planet becomes a necessity, which pretty much breaks the concept of specializing worlds. If a planet is tailor-made for research (for example) but it will take 10 turns to build each lab - then that isn't going to happen. If I have the rest of my empir
The problem with incorporating accuracy into sensors and jamming into point defense is that it requires you to research something you may not want or need. So I'd favor separating them out. I'd also favor not making accuracy and jamming scale at the same rate/same time, so that one might be better than the other at a given time. My preference is still to have each defense type provide 'some' coverage in all areas, so that a shield might be strength 8 against be